GM.WinSound = Sound( "freezetag/victory.wav" )
GM.LoseSound = Sound( "freezetag/failed.wav" )

GM.GlassHit = { 
	"physics/glass/glass_impact_bullet1.wav",
	"physics/glass/glass_impact_bullet2.wav",
	"physics/glass/glass_impact_bullet3.wav",
	"physics/glass/glass_impact_bullet4.wav"
	}

GM.GlassBreak = {
	"physics/glass/glass_largesheet_break1.wav",
	"physics/glass/glass_largesheet_break2.wav",
	"physics/glass/glass_largesheet_break3.wav",
	"physics/glass/glass_sheet_break1.wav",
	"physics/glass/glass_sheet_break2.wav",
	"physics/glass/glass_sheet_break3.wav"
	}

GM.SnowballHit = { 
	"physics/flesh/flesh_impact_hard1.wav",
	"physics/flesh/flesh_impact_hard2.wav",
	"physics/flesh/flesh_impact_hard3.wav",
	"physics/flesh/flesh_impact_hard5.wav"
	}

GM.IceProps = { 
	"models/props_debris/concrete_chunk01a.mdl",
	"models/props_debris/concrete_chunk01b.mdl",
	"models/props_debris/concrete_chunk01c.mdl",
	"models/props_debris/concrete_chunk02a.mdl",
	"models/props_debris/concrete_chunk02b.mdl",
	"models/props_debris/concrete_chunk06d.mdl",
	"models/props_debris/concrete_chunk08a.mdl",
	"models/props_debris/concrete_column001a_chunk02.mdl",
	"models/props_debris/concrete_column001a_chunk03.mdl",
	"models/props_debris/concrete_column001a_chunk04.mdl",
	"models/props_debris/concrete_column001a_chunk05.mdl",
	"models/props_debris/concrete_column001a_chunk08.mdl" 
	}